255,821 Commits over 3,990 Days - 2.67cph!
[D11] fix some materials skipped from the upgrade because were still using standard shaders, but had been fixed to Rust/Standard shaders on the main branch.
[D11] merge the initial ASE checkins including first few shaders, which fixes some foliage
Added PauseOnFocusLost toggle (editor only)
[D11] [UI] Fixed dodgy anchoring on Performance prefab.
added garage door with lods and anims
[D11][UI] DIsabled element in the Inventory screen that is unneeded until opening loot panel
[D11] [UI] Fixed input for Quick Chat not working without pressing Back button at same time as touchpad.
[D11] shadow fix from
36347
TriggerForce takes a velocity to work towards instead of continuously applying a force (seems to be the only way to get sane results)
Translate logic_choreographed_scene
Restore npc_dog footsteps
[D11][UI] Removed unnecessary objects
[D11] Removed calls to Camera.main, some more tweaks to CanvasScalers and removed a couple more unnecessary ones
C_BaseFlex initializes its matrix on creation
[D11][UI] Removed and disabled layout elements in NetGraph and branding
[d11] Removed compute fix. On closer inspection, it isn't the source of the problem.
D-pad icon tweak
Selectables are now sorted in the HUD
█▊▆▇ ▋█▋▆█ ▉▇▍ ▄█▉▋█▉▋▊██ ▍▌▉▋▍▋ ▊▋▋▅ ▋▄ ▊▋ ▊█▋▍▌ ▄▍▍▅ █▋ ▊ ▍▍▌▇▇ ▉▋▄▋▇▋▍ █▄ ▊▋▋▆▆▄▋ ▌▄▍'▌ ▋▌▇▉▍ ▊▄
Use player state as player owner so that IsOwnedBy passes
Attach model to test player so I can see where people are
[D11] nope. revert previous commit.
Removing testing replicated properties from BaseEntity
BasePlayer replicates by default
Possess player locally using a client RPC in player state
[d11][memory] Memory fix. Spamming warnings. Looks like hte dispose happens on the next GC which might be problamatic.
Destroy player on client leave
Add/remove player state from world connection list when player state entity initializes or shutsdown
[D11] marge
36347 but first attemp to reconcile the hdrp upgrade code I dropped in manually, lets hope this works or I may be reverting it and trying again
Can now bind multiple items to the same key
Global item bindings
Merge branch 'master' of SpaceUsurperUnity
Pass an optional reason to Gamemode.OnClientLeave. Handle ClosedByPeer and ProblemDetectedLocally disconnect reasons
Cleaned out building library
Destroy player state after Gamemode.OnClientLeave. Add chat messages on client join/leave
Call Gamemode.ClientJoined after sending client info and world state so that gamemodes can't send an early RPC
[D11] rebuild manifest with the non speedtree assets updated
[D11] [Audio] Ambience optimisations
[D11] [UI] Fixed PS4 Quick Chat on PS4 opening with back button rather than touch-pad in controller config A.
Adjust checkpoint spawn systems
Add scoreboard to NetTest
Destroy player state when client leaves
[d11][optimizations] Some npc footstep work/potential bug fix for something found by greg
Added "moving" flag to model state, don't play walk animation when false (hack for excavator belts)
Checkpoint missions now working
Cache local player controller so pawns can be possessed on client
Keep a seperate IConnection list for clients in authing stage so that player state entities etc aren't spawned until they're let into the game
Authed clients spawns a replicated player state entity. Multicast rpc and var replication only sends to authed client list
Make player state a public entity so it can be replicated properly
Remove EntityClass from SaveData, unused
Fix LinePreserve preprocessor error
Target highlighting fixes
Diesel now costs 300 low grade
Tweaked some sell order costs